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Recent Posts
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Middle Eastern rework.
Syria being the logistic base for both the Palestine and Iraq fronts didn't make sense previously.

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Latest version v270 ready for download in TripleA.
In TripleA
Click Download Maps Button
Click Installed tab
Click 1941 Global Command Decision
Click Remove Button
Click Yes button to remove
Click Ok button (Successfully removed)
Click Close (To force the map list to refresh)
Click Download Maps Button
Find & Click 1941 Global Command Decision
Click Install buttonEnjoy!
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Bunker 4pu, was 5, helps the AI buy more Turkey will now defend as a nation, if attacked, was as each separate territory
v270.
Unchanged v255 documentation, last page has winter turn on instructions. 
1941_Global_Command_Decision_Manual.pdf
Suggested TripleA version 
https://github.com/triplea-game/triplea/releases
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Link to 1st post that has;
Downloads for new Players
https://forums.triplea-game.org/topic/3326/1941-global-command-decision-official-thread
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Name Hearts of Iron: The Rising Sun 1942
Description World War 2 in 1942 on the Big World map with many added unit types
https://axisandallies.fandom.com/wiki/Hearts_of_Iron:_The_Rising_Sun_1942

Good Points
Both sides have a chance to winBad Points
Many unit types are similar
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I hope I'm not spamming. Let's continue:
1 round = 110 days, so the game should last approximately 15 rounds.
The USA joins in Round 9, slightly earlier than historically to represent its support for the Entente even before entering the war.
Russia will receive an increasing income penalty each round. It will be negligible early on, but they will eventually go bankrupt in Round 11 (September 1917) and permanently leave the war in the next turn. Their units will be removed, and all unoccupied Russian territories will become impassable. The Central Powers will keep any territories they have already captured. Here's how the Russian income penalty will gradually increase:
Round 1: -1
Round 2: -2
Round 3: -4
Round 4: -7
Round 5: -11
Round 6: -16
Round 7: -22
Round 8: -29
Round 9: -37
Round 10: -46
Round 11: -56No upkeep this time, but unit costs are doubled. Here are the standard land units:
Infantry 2/3/1 : 6 IPC
Artillery 3/3/1 : 8 IPC
Fighter 2/2/2 : 12 IPC
Cavalry 2/2/2 : 8 IPCHowever, I'm thinking about giving the Russians and Ottomans slightly different units: weaker, but with more HP efficiency. This would offset their lower incomes, greater vulnerabilities, and worse factory positions. Plus, their individual territories are generally worth less than those of the other powers, so cheaper units would give them more incentive to fight even for lower-value territories. They would have Light Infantry and Light Artillery instead:
Light Infantry 1/2/1 : 4 IPC
Light Artillery 2/2/1 : 6 IPC